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Add headbob
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2263a9c059
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2
TODO.txt
2
TODO.txt
@ -1,4 +1,3 @@
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- add headbob
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- port to GB Meta
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- custom font
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- GUI
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@ -17,6 +16,7 @@ bugs:
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done:
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- add headbob
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- make zBuffer 8bit only?
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- texture coords of floor walls should start from the floor? NO, CAUSES ISSUES
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- vertical visual noise when standing on elevator
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75
main.c
75
main.c
@ -132,6 +132,15 @@ void SFG_init();
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#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME 1
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#endif
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#define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME \
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(SFG_HEADBOB_SPEED / SFG_FPS)
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#if SFG_HEADBOB_FRAME_INCREASE_PER_FRAME == 0
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#define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME 1
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#endif
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#define SFG_HEADBOB_ENABLED (SFG_HEADBOB_SPEED > 0 && SFG_HEADBOB_OFFSET > 0)
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uint8_t SFG_zBuffer[SFG_GAME_RESOLUTION_X];
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#define SFG_RCL_UNIT_TO_Z_BUFFER(x) (x / RCL_UNITS_PER_SQUARE)
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@ -156,6 +165,7 @@ struct
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RCL_Unit previousVerticalSpeed; /**< Vertical speed in previous frame, needed
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for determining whether player is in the
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air. */
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uint16_t headBobFrame;
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} SFG_player;
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@ -203,6 +213,8 @@ void SFG_initPlayer()
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SFG_recompurePLayerDirection();
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SFG_player.verticalSpeed = 0;
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SFG_player.previousVerticalSpeed = 0;
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SFG_player.headBobFrame = 0;
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}
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RCL_RayConstraints SFG_rayConstraints;
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@ -677,12 +689,6 @@ void SFG_setAndInitLevel(const SFG_Level *level)
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SFG_currentLevel.frameStart = SFG_gameFrame;
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SFG_initPlayer();
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SFG_player.camera.position.x = 5674;
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SFG_player.camera.position.y = 19257;
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SFG_player.camera.direction = 352;
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SFG_player.camera.height = 8480;
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}
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void SFG_init()
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@ -777,17 +783,60 @@ void SFG_gameStep()
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(SFG_player.verticalSpeed - SFG_GRAVITY_SPEED_INCREASE_PER_FRAME);
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#endif
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#if SFG_HEADBOB_ENABLED
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int8_t bobbing = 0;
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#endif
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if (SFG_keyPressed(SFG_KEY_UP))
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{
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moveOffset.x += SFG_player.direction.x;
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moveOffset.y += SFG_player.direction.y;
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#if SFG_HEADBOB_ENABLED
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bobbing = 1;
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#endif
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}
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else if (SFG_keyPressed(SFG_KEY_DOWN))
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{
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moveOffset.x -= SFG_player.direction.x;
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moveOffset.y -= SFG_player.direction.y;
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#if SFG_HEADBOB_ENABLED
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bobbing = 1;
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#endif
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}
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#if SFG_HEADBOB_ENABLED
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if (bobbing)
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{
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SFG_player.headBobFrame += SFG_HEADBOB_FRAME_INCREASE_PER_FRAME;
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}
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else if (SFG_player.headBobFrame != 0)
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{
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// smoothly stop bobbing
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uint8_t quadrant = (SFG_player.headBobFrame % RCL_UNITS_PER_SQUARE) /
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(RCL_UNITS_PER_SQUARE / 4);
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/* when in quadrant in which sin is going away from zero, switch to the
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same value of the next quadrant, so that bobbing starts to go towards
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zero immediately */
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if (quadrant % 2 == 0)
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SFG_player.headBobFrame =
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((quadrant + 1) * RCL_UNITS_PER_SQUARE / 4) +
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(RCL_UNITS_PER_SQUARE / 4 - SFG_player.headBobFrame %
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(RCL_UNITS_PER_SQUARE / 4));
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RCL_Unit currentFrame = SFG_player.headBobFrame;
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RCL_Unit nextFrame = SFG_player.headBobFrame + 16;
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// only stop bobbing when we pass frame at which sin crosses ero
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SFG_player.headBobFrame =
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(currentFrame / (RCL_UNITS_PER_SQUARE / 2) ==
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nextFrame / (RCL_UNITS_PER_SQUARE / 2)) ?
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nextFrame : 0;
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}
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#endif
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RCL_Unit previousHeight = SFG_player.camera.height;
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#if SFG_PREVIEW_MODE
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@ -975,6 +1024,15 @@ void SFG_draw()
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for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
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SFG_zBuffer[i] = 255;
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#if SFG_HEADBOB_ENABLED
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RCL_Unit headBobOffset =
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(RCL_sinInt(SFG_player.headBobFrame) * SFG_HEADBOB_OFFSET) /
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RCL_UNITS_PER_SQUARE;
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// add head bob just for the rendering
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SFG_player.camera.height += headBobOffset;
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#endif
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RCL_renderComplex(
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SFG_player.camera,
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SFG_floorHeightAt,
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@ -1010,6 +1068,11 @@ void SFG_draw()
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RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y / 2,p.depth),
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p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
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}
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#if SFG_HEADBOB_ENABLED
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// substract head bob after rendering
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SFG_player.camera.height -= headBobOffset;
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#endif
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}
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}
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11
settings.h
11
settings.h
@ -97,4 +97,15 @@
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*/
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#define SFG_DIMINISH_SPRITES 1
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/**
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How quick player head bob is, 1024 meaning once per second. 0 Means turn off
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head bob.
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*/
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#define SFG_HEADBOB_SPEED 900
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/**
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Sets head bob offset, in RCL_UNITS_PER_SQUARE. 0 Means turn off head bob.
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*/
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#define SFG_HEADBOB_OFFSET 200
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#endif // guard
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